User:Astheworldlearns/sandbox

The copyright infringement of video game-specific software is referred to as video game piracy. Varieties of these infringements are based on unauthorized copying or use of video game media, including the downloading of games, modifying game software to run without key or account log-in authentication, or modifying a video game console to run unauthorized content. Creators of video games are tasked with implementing counter measures to encourage consumers to purchase their products by making unauthorized use of games more difficult.

History
Unlike literature, music and other intelectual properties, piracy has been an issue associated with videogames since their invention. Their existance is soley in digital media, which is easily copyable, originating on cassette tapes and floppy disks.

Effect on the industry
Piracy is a liability for videogame developers and publishers. Though attitudes vary, large-scale companies that invest high budgets into videogame products are at risk when losing sales to piracy. This has lead some companies to turn to different buisness models for PC games, which have greater piracy rates than console counterparts. In addition to piracy prevention measures, free-to-play videogames are another strategy to negate effects of piracy, DRM and on-disk dlc, so that only the one-time first owner can download the goods. Pirated copies have no such codes included. One who already has a modified console, and access to a copy of the downloadable content from another source, can circumvent this.

Controversy
Letigitimate consumers are affected when anti-piracy measures to a games purchase or functionality negativley affect them.